The City

Procedural, but Reproducible

The game world is a procedurally generated cyberpunk metropolis. Each session creates a new city based on a fixed seed — meaning the same session always generates the same map. No two sessions play out in the same city, but within a session everything is deterministic.


Sectors: The Strategic Unit

The city is divided into sectors — rectangular districts with their own identity, population, and economy. Sectors are the foundation for everything: your buildings stand here, your runners operate here, and here you fight for influence.

Map size depends on the session mode:

Mode Grid Total Sectors
Quick 4x5 20
Standard 5x6 30
Epic 5x8 40

Sector Types

Every sector has a type that determines its character and atmosphere:

Sector Type Description
Residential Low Simple neighborhoods. Cheap real estate, high population density, vulnerable to drug trade and extortion.
Residential High Upscale area. Expensive properties, wealthy NPCs, excellent laundering potential — but every crime immediately generates high heat.
Commercial Business district. Shops, offices, restaurants. Good income from extortion and legal fronts. Moderate police presence.
Industrial Factories, warehouses, docks. Ideal for drug production and smuggling routes. Few witnesses, but also low laundering capacity.
Waterfront Harbor area and coastline. Smuggling routes, illegal imports, fish markets as cover. Rush hour barely affects these sectors.
Government Government buildings, police precincts, courts. Extremely high police density. Operations here are risky, but bribery and political influence pay off.
Entertainment Nightclubs, casinos, arenas. High cash flow, ideal laundering terrain. Many NPCs out at night — more witnesses, but also more customers.

Sector Metrics

Every sector is recalculated daily. Four core metrics determine behavior:

Metric Range Meaning
Wealth 0–100 Population prosperity. Affects property prices, laundering capacity, and NPC behavior.
Fear 0–100 Fear level. High fear means less resistance, but also less economic activity.
Addiction 0–100 Drug dependency in the sector. Increases drug demand, but lowers Wealth over time.
Heat 0–100 Police pressure across the entire sector. High heat increases arrest risk for everyone.

Each sector also has a Property Value and a Laundering Cap (maximum laundering capacity per tick).


Dynamics: Ghettoization and Gentrification

The city lives. Your actions permanently change sectors:

Ghettoization: Violence and crime lower a sector’s Wealth. NPCs flee, property prices fall, laundering capacity drops. The sector becomes cheaper to control — but also less profitable.

Gentrification: Peace and stability raise Wealth. Better laundering options, higher income — but every visible crime generates disproportionately high heat. A wealthy neighborhood forgives nothing.


Sector Type Mutation

Under extreme conditions, a sector’s type can change. Example: A Residential Low sector whose Wealth stays above 75 for 5 days mutates into Residential High. This changes the entire dynamics of the neighborhood — new opportunities, new risks.


Third Places: Community Facilities

Some sectors have Third Places — community centers, libraries, sports grounds. You can donate to these facilities to secure Benefactor status. This brings:

The neighborhood protects those who support it.


Your Headquarters (HQ)

Every player starts with a headquarters and a front business – your HQ is a backyard office (COURTYARD), hidden behind a legitimate shop (bar, barber, etc.). The HQ is the physical starting point for all your runners.

How it works:

Inspect buildings: Click on a building to see details – name, prices, income, defense, synergies, and available actions (buy, rent, scout, etc.). Use Shift+Click to select multiple buildings for route planning.

Map legend: The legend at the bottom adapts automatically: when zoomed out it shows sector types or overlay colors, when zoomed in it switches to the 21 building categories (nightlife, tech, gastro, etc.) with their color codes.

Map filters: The FILTER button in the toolbar opens a sidebar panel with 7 building filters: Buyable, Rentable, Income, Extortion, Recruitment, HQ Slot, and Storage. Activate a filter and the map dims all non-matching buildings – matching ones glow in the filter color. The sector panel shows a summary (“3 Buyable, 1 HQ Slot”). Right-click a matching building to directly plan an action (e.g. “Plan Purchase”). The context menu only shows actions that match the building’s ownership status (own/neutral/rival).

Warning: If a rival takes over your front building, your HQ is cut off! Protect it with guards and alarms – or secure the neighboring buildings around your courtyard.


Buildings and Landmarks

Buildings in the city are procedurally generated. Each sector type has its own character profile that determines which buildings are preferentially placed.

Multi-Tile Buildings

Not all buildings are the same size. While most buildings occupy a single cell (1x1), larger structures take up multiple cells:

Size Cells Examples
1x1 1 Kiosk, Bar, Apartment, Pharmacy (Standard)
2x1 2 Prison, Courthouse, Sec-Corp Precinct, Automated Warehouse, Chem-Refinery
2x2 4 Corporate HQ, Sub-Orbital Spaceport, Mega-Docks, Bullet-Train Terminal

Larger buildings have one entrance (BUILDING_ENTRY) – the remaining occupied cells are blocked and impassable. This changes pathfinding in the sector: runners must walk around large buildings.

Impact on Multi-Target actions: Larger buildings cost more time during actions like EXTORT, COLLECT, or ROUTE. Action duration is multiplied by the building’s largest footprint dimension – a 2x2 building takes twice as long as a 1x1.

Landmarks

There are also landmarks – special, non-rentable buildings permanently placed in certain sector types:

Sector Type Landmarks
Government Courthouse (2x1), Sec-Corp Precinct (2x1), Privatized Prison (2x1)
Waterfront Corporate HQ (2x2), Border Checkpoint, R&D Lab

Landmarks are NPC-controlled locations. You cannot buy or rent them, but they are targets for raids, bribery, or jailbreaks.


Courtyards

Deep within the building blocks, away from any public street, lie courtyards – inner yards with no direct street access. You can only reach them through adjacent buildings, never directly from an avenue, street, or alley.

Why are courtyards important?

Courtyards are generated automatically: any building cell with no orthogonal neighbor of a road type (avenue, street, alley) becomes a courtyard.


Contacts

You don’t control the city alone – you need contacts inside the institutions. Cops, bureaucrats, judges, black market dealers – everyone has their price.

How it works:

Costs scale with heat: The higher your federal heat, the more expensive contacts become (up to 2x at heat >= 75). Keep your heat low for better deals.

Loyalty: Each bribe increases loyalty (up to 100). Higher loyalty will unlock better effects in the future.


Fog of War

You don’t see the entire city. At the start you only have 5 nodes of visibility around your starting office. Everything else is hidden in fog.

Your runners reveal areas as they move or scout. The quality of revealed information depends on the runner’s INT attribute: a smart scout delivers detailed intel, a dull one sees only outlines.


AI Megacorps

The city doesn’t belong only to the players. 1 to 3 AI-controlled megacorporations occupy sectors and pursue their own objectives:

Megacorps are not passive scenery. They react to your behavior and can become both allies and enemies.


Traffic

Not every street is equally fast:

Plan your routes accordingly. A raid at 08:00 on a main street? Your runner is stuck in traffic while the police are already informed.

Vehicles: With a car your runner is ~2.5x faster on main streets and side streets — but alleys (ALLEY) and courtyards (COURTYARD) are too narrow or inaccessible for vehicles. Plan vehicle routes via main roads, not through backyards.